The blockade run on testing was recommended I try something symmetrical

so now convoys passing during a storm

Round 2; Northward bound. A convoy game o Fluff: Data retrieved from the covenant vessels confirms something went wrong with a long range teleportation to a mysterious ‘Euclid’ base. Forward elements of all fleets are heading into the Arctic searching for the North West passage, Euclid, and of course the Pole. However a gentleman cannot reach the pole on polar bear steaks alone (no matter how delicious), as a result a supply convoy has been sent north with those little things that make an arctic wilderness civilized.o Mapo

• Setupo Both sides have 6 ‘cargo’ tokens. Before deployment allocate cargo to ships. Smalls can carry up to 2 each, Mediums can carry up to 4 each Large/massive can carry up to 6 each• Deploymento Weather- This game starts in a ‘storm’ condition. Weather gauge 2o Alternating starting with defender both sides deploy squadrons inside deployment areas. At the end of deployment the squadrons (excluding tiny fliers) should have roughly: 1/3 of squadrons in ‘main body’. (round up) 1/3 of squadrons in ‘advance guard’ (round down), This is the convoy and must contain all cargo 1/3 of squadrons in ‘reserve’ (round down) Reserves enter on turn 1 on the base line between the advance guard and main body deployment area • End Conditiono Game ends on time or when the last unit of cargo is removed from the board.• Victory points o Each point of cargo is worth +75 victory points if exited (owner)) +50 victory points if within 12 inches of exit area (owner) +50 victory points if sunk (not owner)) +75 points if ‘pirated’ (not owner)o Destroying/capturing enemy ships- as standard• Special ruleso Exiting- move a ship through the exit area matching the players name (eg player 1 goes for exit 1)o ‘O space distortions”- if a teleport effect (eg Antarctic time orb, Russian mimic, or sturgium critical hit) teleports a ship within 8 inches of the exit area the opponent gets to choose exit angle.o ‘Pirated cargo’. Warships are not cargo ships, as a result the additional cargo is not in the most secure location. If a ship carrying cargo is boarded and the boarders secure more hits than the defenders all cargo on the target ship is ‘pirated’ and removed from the table. (meanwhile the boarders surviving marines fly back with slightly heavier pockets or the assaulting robot’s weapon has a few remnants of crates marked ‘fragile’ on it))o Weather- this game starts in a storm. o Weather gauge is +2

Round 3; Racing Ice; closing ice forces both fleets to flee rather than fight.o Fluff Even with the more open seas the channels are still changing. Both fleets have been caught in an area with ice due to close in, there is no time to fight, the only chance any ship has is to flee.o

o Set up No special pre-gameo Deployment Each fleet deploys :• ½ (round up) of their squadrons in area 1 and • the other ½ in area 2o Victory Destroying enemy ship- 0% of cost-• there is little to be gained by sticking around to make the enemy sink if your own vessel goes down Capturing enemy ship- 50% of cost• Some intelligence of value- even if it is just what your marines stuff in their pockets ‘Exit zone’• In ‘Area 3’ – 50% of cost• In ‘Area 4’- 75% of cost• Leave table via ‘exit’ area 3- 100% of cost• Leave table via ‘exit‘ area 4- 150% of cost  End condition-• One fleet has no ships left on table• 5 turns or time.o Special rules To exit by exit zone- drive squadron through in activation.o Designer note- Additional risk option- • Slower ships (6 inches) in deployment area 1 can make it to area 3 by the end of turn 2.• However would take until about the end of turn 4 to get to area 3 from deployment area 1.• Small high speed vessels by comparison in area 1 could by the end of turn 1 be in area 3, and exiting area 4 by the end of turn 3. Of course there will be the question of the ½ the opposing fleets firepower at range band 1 and 2 to survive.

Designer note- For some of the missions (ie get from A to B) I put in the O space distortions to stop the COA having a 1 turn victory (eg teleport bb onto exit point), having them come out at an unusual angle gives the other side at least a chance to react before it can turn around to steam off.

I'm very grateful for the people willing to participate. Fingers crossed that I'm getting the design/ admin side better. (you'd think wargamers would be naturals at logistics and planning )

Looking quite forward to seeing how the Italians 'sea wolfs' go in action especially their swarms of torpedo boats, admittedly I see myself using the Chinese as a good complement to my japs (although they have a low probability of arriving in time.)

As a side note- No dreadnoughts- currently defined as ships worth over 225 points or with dreadnought in its designation. Checking the Italian PDF Means the Italian carrier 220 points can be fielded (although with prizing rules and its aa/ and troop complement- it's expected to not like frigates if it's cap is not present)

My apologies- forgot to mention on here the updated players pack was posted on OMTS website earlier this week1) modification of dreadnoughts as per feedback received (ie down to 0)2) I have also attached the scenarios with set up maps so people can familiarize. Key point to note- the scenario conditions do have a balance between power/speed so an all big ship 'power' navy may struggle to win some (eg escaping ice)Regards

WahoooThe Italian are are ready and rearing to go.The models are as nice as you would expect too, really sleek looking.I will post my list here soon.Does any-one else plan on having a Land list? I really hope so as land based games are soo much fun. Again, I will post my land fleet list here soon as well.

Hey there guysIts the morning after and I just wanted to pass on my thanks.Firstly I have to thank Andrew from Hobby Hub for his continued and very generous support of the system.I am well aware of the fact that sometimes products can be cheaper over the net but by continued support of our local suppliers we are returning their generosity and ensuring that they are happy to support our future events.A big thanks also to the hard working and eager to please David G for the effort he put into running this years event, he really deserved a better turn out for all of the work that he put in...Sorry Dave, only 4 players wasn't fair on you.Thanks to my fellow players, despite the on table results and the occasional wee grumble I enjoyed my weekend very much.I hope you have all learned a lesson about taking on the Italian Marines...hard as uncooked pasta...Thank the roman gods for the 2 points for the bye otherwise my final tourney score would have been 0...ohhh dear.Thanks again everyone, hope to see more players next year when I give Dave a break and run the event myself.Any early thoughts and ideas welcome.IanP.S any photos around?

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